Omega's One and only PvP Mind/Empath build


Dark_Blasphemy_EU

 

Posted

Been a long time since i posted a build on here so just wanted to know what folks thought of my pvp'n mind empathy build for both duels and team based PvP. So if anyones got any ideas how to make this one any better feel free to add to it.

Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php

Omega MCX i9: Level 50 Technology Controller
Primary Power Set: Mind Control
Secondary Power Set: Empathy
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Levitate -- HO:Nucle(A), Decim-Acc/Dmg:40(11), Decim-Dmg/EndRdx:40(13), Decim-Dmg/Rchg:40(15), Decim-Acc/EndRdx/Rchg:40(37), Decim-Acc/Dmg/Rchg:40(40)
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx:53(A), Dct'dW-Rchg:53(7), Dct'dW-Heal/Rchg:53(11), Dct'dW-Heal/EndRdx/Rchg:53(15), Dct'dW-Heal:53(17)
Level 2: Dominate -- HO:Endo(A), HO:Endo(3), HO:Endo(3), RechRdx-I:50(5), RechRdx-I:50(5), Range-I:50(43)
Level 4: Mesmerize -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(13), Decim-Dmg/Rchg:40(19), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(39)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(37)
Level 8: Confuse -- Mlais-Acc/Rchg:53(A), Mlais-EndRdx/Conf:53(9), Mlais-Acc/EndRdx:53(9), Mlais-Conf/Rng:53(17), Mlais-Acc/Conf/Rchg:53(40)
Level 10: Combat Jumping -- Krma-ResKB:30(A), Ksmt-ToHit+:30(50)
Level 12: Swift -- Run-I:50(A)
Level 14: Super Jump -- EndRdx-I:50(A)
Level 16: Clear Mind -- Range-I:50(A)
Level 18: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:53(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Telekinesis -- EndRdx-I:50(A), EndRdx-I:50(23), EndRdx-I:50(23), RechRdx-I:50(25), RechRdx-I:50(50)
Level 24: Stealth -- Krma-ResKB:30(A), LkGmblr-Rchg+:53(25)
Level 26: Terrify -- Abys-Acc/Rchg:53(A), Abys-EndRdx/Fear:53(27), Abys-Acc/EndRdx:53(27), Abys-Fear/Rng:53(29), Abys-Acc/Fear/Rchg:53(34), HO:Endo(46)
Level 28: Recovery Aura -- RechRdx-I:50(A), RechRdx-I:50(29)
Level 30: Heal Other -- Dct'dW-Heal/EndRdx:53(A), Dct'dW-Heal:53(31), Dct'dW-Heal/Rchg:53(31), Dct'dW-Heal/EndRdx/Rchg:53(31), Dct'dW-Rchg:53(40)
Level 32: Mass Confusion -- Mlais-Acc/Rchg:53(A), Mlais-EndRdx/Conf:53(33), Mlais-Acc/EndRdx:53(33), Mlais-Conf/Rng:53(33), Mlais-Acc/Conf/Rchg:53(34), HO:Endo(34)
Level 35: Regeneration Aura -- Dct'dW-Heal/EndRdx:53(A), Dct'dW-Heal/Rchg:53(36), Dct'dW-Heal:53(36), Dct'dW-Rchg:53(36), Dct'dW-Heal/EndRdx/Rchg:53(37)
Level 38: Adrenalin Boost -- Dct'dW-Rchg:53(A), Dct'dW-Heal/Rchg:53(39)
Level 41: Power Blast -- Dev'n-Acc/Dmg:53(A), Dev'n-Dmg/EndRdx:53(42), Dev'n-Dmg/Rchg:53(42), Dev'n-Acc/Dmg/Rchg:53(42), Dev'n-Acc/Dmg/EndRdx/Rchg:53(43), Dev'n-Hold%:53(43)
Level 44: Temp Invulnerability -- TtmC'tng-ResDam:53(A), TtmC'tng-EndRdx:53(45), TtmC'tng-ResDam/EndRdx/Rchg:53(45), TtmC'tng-ResDam/EndRdx:53(45), ImpSkn-Status:30(46), Aegis-Psi/Status:53(46)
Level 47: Fortitude -- LkGmblr-Rchg+:53(A), LkGmblr-Def/Rchg:53(48), LkGmblr-EndRdx/Rchg:53(48), LkGmblr-Def/EndRdx/Rchg:53(48)
Level 49: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+8% DamageBuff[*]+3.75% Defense(Psionic)[*]+4.5% Max Endurance[*]+18% Enhancement(Accuracy)[*]+5% Enhancement(Confused)[*]+12% Enhancement(Heal)[*]+61.3% Enhancement(RechargeTime)[*]+2.75% Enhancement(Terrorized)[*]+108.5 (9%) HitPoints[*]+Knockback (Mag -8)[*]+MezResist(Confused) (Mag 27.5%)[*]+MezResist(Held) (Mag 30.8%)[*]+MezResist(Immobilize) (Mag 33%)[*]+MezResist(Sleep) (Mag 29.7%)[*]+MezResist(Stun) (Mag 29.7%)[*]+MezResist(Terrorized) (Mag 36.3%)[*]+5% Recovery[*]+22% Regeneration[*]+3.78% Resistance(Fire)[*]+3.78% Resistance(Cold)[*]+3% Resistance(Psionic)[/list]


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</pre><hr />


 

Posted

your troller is going to lack in team pvp because of weird slotted fortitude adrinaline boost etc. I think you're better off playing a pure empath build as I fail to see how you could kill anything in a duel.


 

Posted

&lt;3 mind/emp in a duel

all emps should have fort at 47 too.


@Rooks

"You should come inside the box... Then you'll know what I mean."

 

Posted

Fortitude and Adrenaline boost are weird slot imho.3 HO's 2 range 1 LotG is how i slotted my fort on live.

Combat jumping and heals you can consider some range but imho you need also some jump enhancing in CJ too.Mobility and ability to follow teammate and being able to move fast when immobed is essential imho for empaths so you dont need to burn a breakfree.


 

Posted

[ QUOTE ]
&lt;3 mind/emp in a duel

all emps should have fort at 47 too.

[/ QUOTE ]

Lol didn't even notice that


 

Posted

Cheers for the suggestions so far, but i should have said that i want to be a controller first and empath second as for fort i can churn that out to about 4 people before having to recycle back as for why i took it at 47 not much room for it tbh in the earlier lv's.
As for a duel'n mind/empath i see nothing wrong in it, granted it's never going to be a fotm like the fire/kin or ill/rad but he still manages to get his fair share of victory's regardless of his bo**ocks damage output


 

Posted

Hero Plan by Mids' Hero Designer 1,21
http://www.honourableunited.org.uk/mhd.php

Level 50 Mutation Controller
Primary Power Set: Mind Control
Secondary Power Set: Empathy
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Mesmerize -- CSndmn-Acc/Rchg:40(A), CSndmn-EndRdx/Sleep:40(43), CSndmn-Acc/EndRdx:40(45), CSndmn-Sleep/Rng:40(46), CSndmn-Acc/Sleep/Rchg:40(46)
Level 1: Healing Aura -- Dct'dW-Heal:40(A), Dct'dW-Heal/EndRdx:40(3), Dct'dW-Rchg:40(3), Dct'dW-Heal/Rchg:40(15), Dct'dW-Heal/EndRdx/Rchg:40(31), Dct'dW-EndRdx/Rchg:40(37)
Level 2: Heal Other -- Numna-Heal:40(A), Numna-Heal/EndRdx:40(23), Numna-Heal/Rchg:40(23), Numna-Heal/EndRdx/Rchg:40(27), Range-I:40(27), Range-I:40(40)
Level 4: Absorb Pain -- Numna-Heal:40(A), Numna-Heal/EndRdx:40(5), Numna-Heal/Rchg:40(5), Numna-Heal/EndRdx/Rchg:40(34), Range-I:40(34), Range-I:40(34)
Level 6: Hurdle -- Jump-I:40(A), Jump-I:40(7), Jump-I:40(7)
Level 8: Combat Jumping -- LkGmblr-Rchg+:40(A), Jump-I:40(9), Jump-I:40(9)
Level 10: Hasten -- RechRdx-I:40(A), RechRdx-I:40(11), RechRdx-I:40(11)
Level 12: Stealth -- LkGmblr-Rchg+:40(A), LkGmblr-Def/EndRdx:40(13), LkGmblr-EndRdx/Rchg:40(13)
Level 14: Super Jump -- SprngFt-EndRdx/Jump:40(A), HO:Micro(15), Jump-I:40(46)
Level 16: Clear Mind -- Range-I:40(A), Range-I:40(17), RechRdx-I:40(17), RechRdx-I:40(42)
Level 18: Health -- Numna-Heal:40(A), Numna-Heal/EndRdx:40(19), Numna-Heal/Rchg:40(19), Numna-EndRdx/Rchg:40(48)
Level 20: Fortitude -- LkGmblr-Rchg+:40(A), HO:Membr(21), HO:Membr(21), HO:Membr(33), Range-I:40(33), Range-I:40(33)
Level 22: Grant Invisibility -- LkGmblr-Rchg+:40(A)
Level 24: Stamina -- EndMod-I:40(A), EndMod-I:40(25), EndMod-I:40(25)
Level 26: Acrobatics -- EndRdx-I:40(A)
Level 28: Super Speed -- Clrty-Stlth:40(A), Clrty-EndRdx:40(29), Clrty-RunSpd:40(29), QckFt-EndRdx/RunSpd:40(43)
Level 30: Recovery Aura -- RechRdx-I:40(A), RechRdx-I:40(31), RechRdx-I:40(31)
Level 32: Phase Shift -- RechRdx-I:40(A), RechRdx-I:40(42), RechRdx-I:40(43)
Level 35: Regeneration Aura -- Dct'dW-Heal/EndRdx:40(A), Dct'dW-Rchg:40(36), Dct'dW-Heal:40(36), Dct'dW-Heal/Rchg:40(36), Dct'dW-Heal/EndRdx/Rchg:40(37), Dct'dW-EndRdx/Rchg:40(37)
Level 38: Adrenalin Boost -- Numna-Heal:40(A), Numna-Heal/EndRdx:40(39), Numna-Heal/Rchg:40(39), Numna-Heal/EndRdx/Rchg:40(39), EndMod-I:40(40), EndMod-I:40(40)
Level 41: Conserve Power -- RechRdx-I:40(A), RechRdx-I:40(42)
Level 44: Temp Invulnerability -- TtmC'tng-ResDam:40(A), TtmC'tng-ResDam/EndRdx:40(45), TtmC'tng-ResDam/Rchg:40(45)
Level 47: Power Boost -- RechRdx-I:40(A), RechRdx-I:40(48), RechRdx-I:40(48)
Level 49: Telekinesis -- EndRdx-I:40(A), EndRdx-I:40(50), EndRdx-I:40(50), RechRdx-I:40(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+2,25% Max Endurance[*]+32% Enhancement(Heal)[*]+46,3% Enhancement(RechargeTime)[*]+5% Enhancement(Sleep)[*]+137,3 (13,5%) HitPoints[*]+MezResist(Immobilize) (Mag 2,2%)[*]+MezResist(Sleep) (Mag 2,2%)[*]+MezResist(Terrorized) (Mag 4,4%)[*]+58% Regeneration[*]+2,52% Resistance(Fire)[*]+2,52% Resistance(Cold)[*]+2,52% Resistance(Toxic)[*]+2,52% Resistance(Psionic)[/list]------------
[u]Set Bonuses:[u]
[u]Call of the Sandman[u]
(Mesmerize)<ul type="square">[*] +5% Enhancement(Sleep)[*] +19,1 (1,88%) HitPoints[*] +2,25% Max Max Endurance[*] +6,25% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
(Healing Aura)<ul type="square">[*] +MezResist(Terrorized) (Mag 2,2%)[*] +1,26% Res(Fire, Cold)[*] +4% Enhancement(Heal)[*] +5% Enhancement(RechargeTime)[*] +1,26% Res(Toxic, Psi)[/list][u]Numina's Convalescence[u]
(Heal Other)<ul type="square">[*] +12% Regeneration[*] +19,1 (1,88%) HitPoints[*] +6% Enhancement(Heal)[/list][u]Numina's Convalescence[u]
(Absorb Pain)<ul type="square">[*] +12% Regeneration[*] +19,1 (1,88%) HitPoints[*] +6% Enhancement(Heal)[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] +7,5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Stealth)<ul type="square">[*] +10% Regeneration[*] +11,4 (1,13%) HitPoints[*] +7,5% Enhancement(RechargeTime)[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] +12% Regeneration[*] +19,1 (1,88%) HitPoints[*] +6% Enhancement(Heal)[/list][u]Luck of the Gambler[u]
(Fortitude)<ul type="square">[*] +7,5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Grant Invisibility)<ul type="square">[*] +7,5% Enhancement(RechargeTime)[/list][u]Celerity[u]
(Super Speed)<ul type="square">[*] +MezResist(Immobilize) (Mag 2,2%)[*] +15,3 (1,5%) HitPoints[/list][u]Doctored Wounds[u]
(Regeneration Aura)<ul type="square">[*] +MezResist(Terrorized) (Mag 2,2%)[*] +1,26% Res(Fire, Cold)[*] +4% Enhancement(Heal)[*] +5% Enhancement(RechargeTime)[*] +1,26% Res(Toxic, Psi)[/list][u]Numina's Convalescence[u]
(Adrenalin Boost)<ul type="square">[*] +12% Regeneration[*] +19,1 (1,88%) HitPoints[*] +6% Enhancement(Heal)[/list][u]Titanium Coating[u]
(Temp Invulnerability)<ul type="square">[*] +MezResist(Sleep) (Mag 2,2%)[*] +15,3 (1,5%) HitPoints[/list]


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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|-----------------------------------------------------------------------------|
</pre><hr />

This is what I would go with, the 2 end mod in ab should be c hanged for end/rech IO and end/Acc/rech io when they come out.


 

Posted

[ QUOTE ]
As for a duel'n mind/empath i see nothing wrong in it, granted it's never going to be a fotm like the fire/kin or ill/rad but he still manages to get his fair share of victory's regardless of his bo**ocks damage output

[/ QUOTE ]

I wouldn't consider fire/kin or ill/rad to be fotm in duels, mate


 

Posted

[ QUOTE ]
[ QUOTE ]
As for a duel'n mind/empath i see nothing wrong in it, granted it's never going to be a fotm like the fire/kin or ill/rad but he still manages to get his fair share of victory's regardless of his bo**ocks damage output

[/ QUOTE ]

I wouldn't consider fire/kin or ill/rad to be fotm in duels, mate

[/ QUOTE ]

lol


 

Posted

Gratz on a constructive post, as usual


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
As for a duel'n mind/empath i see nothing wrong in it, granted it's never going to be a fotm like the fire/kin or ill/rad but he still manages to get his fair share of victory's regardless of his bo**ocks damage output

[/ QUOTE ]

I wouldn't consider fire/kin or ill/rad to be fotm in duels, mate

[/ QUOTE ]

lol

[/ QUOTE ]


 

Posted

I'd go with Psydock's build of your empath, i think that Heal+ bonuses are the most important in an empath.


 

Posted

+ hp is sexy too


 

Posted

I think you dont read what he already said.He dont want a dedicated healer set but he wants to be more controlerish.For which the build is fine provided a few rearranging is done with the slots.


 

Posted

Did the build before I read the post, off to the dentist now anyways, see you
xx


 

Posted

[ QUOTE ]
I think you dont read what he already said.He dont want a dedicated healer set but he wants to be more controlerish.For which the build is fine provided a few rearranging is done with the slots.

[/ QUOTE ]


Is that even possible with mind/empath?


 

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[ QUOTE ]
Cheers for the suggestions so far, but i should have said that i want to be a controller first and empath second as for fort i can churn that out to about 4 people before having to recycle back as for why i took it at 47 not much room for it tbh in the earlier lv's.
As for a duel'n mind/empath i see nothing wrong in it, granted it's never going to be a fotm like the fire/kin or ill/rad but he still manages to get his fair share of victory's regardless of his bo**ocks damage output

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A PvP-capable Empath is something that I've been looking into recently. I've got a Mind/Empath build that I've been toying with for a few months, but haven't gotten around to actually rolling the toon yet.

There seem to be a few differing views on the subject of whether a Defender or Controller is better (which as far as I can tell boils down to "better buffs versus a more regular 'Power Boost'"). The Ill/Empath "invisible healbot" is easy to replicate on any toon now due to Stealth IOs, although invisible buffers in general will start to have a slightly harder time after issue 11 hits due to the new +Perception Global Proc IO.

Conventional wisdom holds that a PvP Empath needs high mobility, acrobatics, heals/buffs slotted for range, a resistance-based epic shield, Phase Shift and (usually) Power Boost/Power Build Up. Recharges in Clear Mind and a secondary travel pool (SS along with SJ) are also often recommended.

The only real PvP "must-have" in Mind is telekinesis since it easily negates most melee toons. Mezmerize, Terrify and Dominate are useful mezzes, Confuse and Mass Confusion less-so but make for fun anti-Mastermind tools.

Personally I'm going for Mesmerize/Dominate/Confuse/TK/Terrify from Mind and everything except Resurrect from Empathy... with Hurdle/Health/Stamina, Stealth/GI/Phase Shift, CJ/SJ/Acro from pool powers and Indomitable Will + Mind Over Body from the Epics. I don't dislike Power Boost, but outside of boosting the Fortitude's Defence and Tohit values in very high level arena fights I can't see it helping that much (and I'm slightly selfish, so I'd rather take the self-mez protection! ).

Bear in mind that I'm not a great fan of completely dedicated "one trick pony" toons, and any PvP-capable toon I'd plan would be something of a solo/bigteam/smallteam/pvp/pve hybrid.

I'd post my Mind/Empath's IO build datachunk, but I'm fairly sure that my copy of Mids' builder is no longer 100% compatible since "tweaking" it to add preliminary versions of the Stalker and Tanker WillPower Sets. Suffice to say that all the buffs/heals are approx 100 foot range, it has +14% Heal and over 66% global recharge.


 

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Telekineses will only come in play in small arena matches in other fights you wont have time to use it.

And an empath doesn't need phaseshift. I've been pvping with my empath for ages without phaseshift and I rarely die.

Power boost also buffs the regen of regen aura and adrenaline boost which is very valuable. And seeing as you like to troll, it will also buff your mezz powers.

All I can say is good luck buffing and keeping someone alive while throwing out that much mezz. Sure you can throw out the odd mezz here and there but you will not have time to stack mezzes and such.

Perfect example of a mezzing empath is the uber Med


 

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Power boost also buffs the regen of regen aura and adrenaline boost which is very valuable. And seeing as you like to troll, it will also buff your mezz powers.

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Whilst I know that Power Boost affects mez duration (which would be largely irrelevant if you don't have time to "mez" much) to my knowledge it does not affect +Recovery or +Regen buffs like RA/RA/AB - source

AFAIK Power Boost is only useful for increasing Heal potency and the buffs of "Fortitude", thus I'd consider it nice-to-have but not necessary (Given +rech/+heal set bonuses and the large +tohit buffs available to your opponents at level 47+). If Power Boost actually did affect RA/RA/AB then I'd rate it much higher.

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Some Things Power Boost DOES NOT Affect
Inspirations
Eye of the Magus/Demonic Aura Accolade
Domination
Mez Magnitude
Intangibility Magnitude/Duration (Sonic Cage, Dimension Shift)
Damage/Damage Buffs/Damage Debuffs
Resistance Buffs/Debuffs
Recharge Buffs/Debuffs
Recovery Buffs (Stamina, Recovery Aura)
Regen Buffs/Debuffs (Adrenaline Boost, Regen Aura, Lingering Radiation)

HP Buffs (Dull Pain, accolades)
Endurance Drain Resist
Conserve Power
Range Buffs/Debuffs (Boost Range/Hurricane)
Repel Protection Strength from Increase Density
Taunt Duration
Jump Speed/Height
Power Build Up's ToHit Buff


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I do have a quick question on TK mechanics though: is the stated 50 feet (unslotted) range the maximum range of casting the power, or the maximum sustainable range of the toggle debuff?

In other words, if I cast TK on someone at a distance of, say, 40 feet... once the repel effect pushes them beyond 50 feet will TK shut off? Or will it last until they're beyond 200 feet (maximum toggle debuff range IIRC)?

From being on the receiving end of TK more than a few times, I'm guessing it only applies to the initial castable range... but I'd appreciate confirmation on this...


 

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Granted i find phase shift and Superspeed not really needed on my troller although one day i wouldn't mind having both sj and ss

Also PB+ Vangaurd accolade makes for some good mez+ duration

As for Tk i know it goes beyond the cast range, well either that or my eyes be playing tricks on me and range enhancements only increase the cast distance not the toggle off distance.


 

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I think its more like 300 feet not 200 feet


 

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any reason we know of why TK doesn't accept any IO set's?

If anything imo its a hold therefore hold IO's should be acceptable, reason i ask is i removed it on emp thinking (pre IO Issue) that it'd take holds etc.


 

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It has no need for Duration or Acc, so I'm guessing that's why.

It really only ends End/Recharge/Range.


 

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As for Tk i know it goes beyond the cast range, well either that or my eyes be playing tricks on me and range enhancements only increase the cast distance not the toggle off distance.

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You are correct. TK will only toggle off when they go beyond your perception range... It has no max range as such. One of the things that makes it bit borked..


 

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As for Tk i know it goes beyond the cast range, well either that or my eyes be playing tricks on me and range enhancements only increase the cast distance not the toggle off distance.

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You are correct. TK will only toggle off when they go beyond your perception range... It has no max range as such. One of the things that makes it bit borked..

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Now if only i could clear mind myself...